Beispiel #1
0
    def run(self):
        self.term = Term()

        while True:
            board.draw()
            loc, val   = self.get_move()
            board[loc] = Number(val)
            sudoku.check_end()
Beispiel #2
0
class BasicInterface:
    def __init__(self):
        self.term = Term()

    def run(self):
        # board is only used to check if location is within range (using board.valid())
        for player in cycle(players):
            bship.draw()
            tile = self.ai_move(player) if player.ai else self.get_move(player)
            tile.hit()
            bship.draw()
            for _ in range(2):
                self.blink_tile(tile)
            bship.check_end(player.enemy)

    def blink_tile(self, tile):
        tile.hidden = not tile.hidden
        sleep(blink_speed)
        bship.draw()

    def get_move(self, player):
        """Get user command and return the tile to attack."""
        commands.player = player
        while True:
            cmd = self.term.getch()
            try:
                val = commands[cmd]()
                if val:
                    return val
            except KeyError:
                print("unknown command:", cmd)

    def ai_move(self, player):
        """Very primitive 'AI', always hits a random location."""
        return player.enemy.board.random_unhit()
Beispiel #3
0
class BasicInterface(object):
    def run(self):
        self.term = Term()

        while True:
            board.draw()
            loc, val   = self.get_move()
            board[loc] = Number(val)
            sudoku.check_end()

    def get_move(self):
        "UNUSED."
        while True:
            cmd = self.textinput.getinput()
            if sudoku.valid_move(*cmd):
                return cmd
            else:
                print(self.textinput.invalid_move)

    def get_move(self):
        while True:
            cmd = self.term.getch()
            try:
                if cmd.isdigit():
                    val = commands.move(int(cmd))
                else:
                    val = commands[cmd]()
                if val:
                    return val
            except KeyError:
                print("invalid command:", cmd)
Beispiel #4
0
class BlockyBlocks(object):
    winmsg  = "player %s wins!"
    counter = Loop(range(check_moves))

    def __init__(self):
        self.term = Term()

    def check_end(self, player):
        """Check if game is finished."""
        return all(tile.player==player for tile in board)

    def end(self, player):
        board.draw()
        print(nl, self.winmsg % player)
        sleep(2)
        sys.exit()

    def run(self):
        for p in cycle(players.keys()):
            board.draw()
            tile = board.ai_move(p) if p in ai_players else self.get_move(p)
            tile.increment(p)
            if self.check_end(p):
                self.end(p)

    def get_move(self, player):
        commands.player = player
        while True:
            cmd = self.term.getch()
            try:
                val = commands[cmd]()
                if val:
                    return val
            except KeyError:
                print("unknown command:", cmd)
Beispiel #5
0
    def run(self):
        self.term = Term()
        moves = board.get_valid_moves
        player = rndchoice(players)
        player = first(players)

        while True:
            board.draw()
            move = player.get_random_move() if player.ai else self.get_move(
                player)
            tiles = player.make_move(move)
            self.blink_tiles(tiles)

            # give next turn to enemy OR end game if no turns left, FALLTHRU: current player keeps the turn
            if moves(player.enemy()):
                player = player.enemy()
            elif not moves(player):
                versi.game_end()
Beispiel #6
0
 def main_loop(self):
     t = Term()
     while True:
         self.board.display()
         if self.player.message:
             for line in self.player.message:
                 print(line)
             # pause for reading a message
             t.getch()
             self.player.message = False
             self.board.display()
         if self.player.go_mode:
             self.player.go()    # continue with go mode..
             continue
         c = ''
         while not c or c[-1].isdigit() or c[-1]=='g':
             c += t.getch().decode("utf-8")
         self.run_cmd(c)
Beispiel #7
0
 def main_loop(self):
     t = Term()
     while True:
         self.board.display()
         if self.player.message:
             for line in self.player.message:
                 print(line)
             # pause for reading a message
             t.getch()
             self.player.message = False
             self.board.display()
         if self.player.go_mode:
             self.player.go()  # continue with go mode..
             continue
         c = ''
         while not c or c[-1].isdigit() or c[-1] == 'g':
             c += t.getch().decode("utf-8")
         self.run_cmd(c)
Beispiel #8
0
    def run(self):
        """ Run main game loop.

            If more than one valid move is available to the human player, let him make the choice
            with `get_move()`.
        """
        def offer_choice():
            return not player.ai and len(valid_moves) > 1

        self.term = Term()
        pchar          = first(p for p in player_chars if p not in ai_players)
        if pchar:
            print("You are playing:", pchar)

        for player in cycle(players):
            race.draw()
            movedist    = dice.rollsum()
            valid_moves = race.valid_moves(player, movedist)
            getmove     = self.get_move if offer_choice() else rndchoice

            race.move(*getmove(valid_moves))
            player.check_end()
Beispiel #9
0
    def run(self):
        self.term      = Term()
        moves          = board.get_valid_moves
        player         = rndchoice(players)
        player         = first(players)

        while True:
            board.draw()
            move = player.get_random_move() if player.ai else self.get_move(player)
            tiles = player.make_move(move)
            self.blink_tiles(tiles)

            # give next turn to enemy OR end game if no turns left, FALLTHRU: current player keeps the turn
            if moves(player.enemy()):
                player = player.enemy()
            elif not moves(player):
                versi.game_end()
Beispiel #10
0
class BasicInterface:
    def run(self):
        self.term = Term()
        while True:
            board.draw()
            tile = self.get_move()
            mines.check_end(tile)

    def get_move(self):
        """Get user command and return the tile to reveal."""
        while True:
            cmd = self.term.getch()
            try:
                val = commands[cmd]()
                if val:
                    return val
            except KeyError:
                print("unknown command:", cmd)
Beispiel #11
0
class BasicInterface:
    def run(self):
        self.term = Term()
        while True:
            board.draw()
            tile = self.get_move()
            mines.check_end(tile)

    def get_move(self):
        """Get user command and return the tile to reveal."""
        while True:
            cmd = self.term.getch()
            try:
                val = commands[cmd]()
                if val:
                    return val
            except KeyError:
                print("unknown command:", cmd)
Beispiel #12
0
class BasicInterface(object):
    def run(self):
        """ Run main game loop.

            If more than one valid move is available to the human player, let him make the choice
            with `get_move()`.
        """
        def offer_choice():
            return not player.ai and len(valid_moves) > 1

        self.term = Term()
        pchar          = first(p for p in player_chars if p not in ai_players)
        if pchar:
            print("You are playing:", pchar)

        for player in cycle(players):
            race.draw()
            movedist    = dice.rollsum()
            valid_moves = race.valid_moves(player, movedist)
            getmove     = self.get_move if offer_choice() else rndchoice

            race.move(*getmove(valid_moves))
            player.check_end()

    def get_move(self, valid_moves):
        """Get player's choice of move."""
        moves = [space] * (length + 6)
        for n, (loc, _) in enumerate1(valid_moves):
            moves[loc] = n
        print(sjoin(moves))

        while True:
            val = self.term.getch()
            if val=='q':
                sys.exit()
            try:
                return valid_moves[int(val)-1]
            except (ValueError, IndexError):
                print("Invalid move")
Beispiel #13
0
class BasicInterface(object):
    def run(self):
        self.term = Term()
        moves = board.get_valid_moves
        player = rndchoice(players)
        player = first(players)

        while True:
            board.draw()
            move = player.get_random_move() if player.ai else self.get_move(
                player)
            tiles = player.make_move(move)
            self.blink_tiles(tiles)

            # give next turn to enemy OR end game if no turns left, FALLTHRU: current player keeps the turn
            if moves(player.enemy()):
                player = player.enemy()
            elif not moves(player):
                versi.game_end()

    def get_move(self, player):
        commands.player = player
        while True:
            val = self.term.getch()
            try:
                val = commands[val]()
                if val:
                    return val
            except KeyError:
                print("Invalid move")

    def blink_tiles(self, tiles):
        for _ in range(2):
            for tile in tiles:
                tile.blank = not tile.blank
            sleep(blink_speed)
            board.draw()
Beispiel #14
0
class BasicInterface(object):
    def run(self):
        self.term      = Term()
        moves          = board.get_valid_moves
        player         = rndchoice(players)
        player         = first(players)

        while True:
            board.draw()
            move = player.get_random_move() if player.ai else self.get_move(player)
            tiles = player.make_move(move)
            self.blink_tiles(tiles)

            # give next turn to enemy OR end game if no turns left, FALLTHRU: current player keeps the turn
            if moves(player.enemy()):
                player = player.enemy()
            elif not moves(player):
                versi.game_end()

    def get_move(self, player):
        commands.player = player
        while True:
            val = self.term.getch()
            try:
                val = commands[val]()
                if val:
                    return val
            except KeyError:
                print("Invalid move")

    def blink_tiles(self, tiles):
        for _ in range(2):
            for tile in tiles:
                tile.blank = not tile.blank
            sleep(blink_speed)
            board.draw()
Beispiel #15
0
 def __init__(self):
     self.term = Term()
Beispiel #16
0
 def run(self):
     self.term = Term()
     while True:
         board.draw()
         tile = self.get_move()
         mines.check_end(tile)
Beispiel #17
0
        msg = self.winmsg % (self.random_reveals * 3 +
                             self.guesses) if won else self.losemsg
        print(msg)
        sys.exit()


class BasicInterface(object):
    def run(self):
        while True:
            words.display()
            self.get_move()
            words.check_end()

    def get_move(self):
        while True:
            cmd = term.getch()
            try:
                val = commands[cmd]()
                if val:
                    return val
            except KeyError:
                print("unknown command:", cmd)
            words.check_end()


if __name__ == "__main__":
    term = Term()
    words = Words(open(wordsfn).readlines())
    commands = Commands(term, commands)
    BasicInterface().run()
Beispiel #18
0
 def run(self):
     self.term = Term()
     while True:
         board.draw()
         tile = self.get_move()
         mines.check_end(tile)